Fix building hitboxes and slight aimbot code improvements
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57d75db1ef
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@ -70,7 +70,7 @@ static settings::Float fovcircle_opacity{ "aimbot.fov-circle.opacity", "0.7" };
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int GetSentry()
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int GetSentry()
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{
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{
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for (int i = 0; i < HIGHEST_ENTITY; i++)
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for (int i = 1; i < HIGHEST_ENTITY; i++)
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{
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{
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CachedEntity *ent = ENTITY(i);
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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if (CE_BAD(ent))
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@ -149,7 +149,7 @@ static void CreateMove()
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// Refresh projectile info
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// Refresh projectile info
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if (projectileAimbotRequired)
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if (projectileAimbotRequired)
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{
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{
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projectile_mode = (GetProjectileData(g_pLocalPlayer->weapon(), cur_proj_speed, cur_proj_grav));
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projectile_mode = GetProjectileData(g_pLocalPlayer->weapon(), cur_proj_speed, cur_proj_grav);
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if (!projectile_mode)
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if (!projectile_mode)
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return;
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return;
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if (proj_speed)
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if (proj_speed)
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@ -378,7 +378,7 @@ CachedEntity *RetrieveBestTarget(bool aimkey_state, bool Backtracking)
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CachedEntity *ent;
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CachedEntity *ent;
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CachedEntity *target_highest_ent = 0;
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CachedEntity *target_highest_ent = 0;
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target_highest_score = -256;
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target_highest_score = -256;
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for (int i = 0; i < HIGHEST_ENTITY; i++)
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for (int i = 1; i < HIGHEST_ENTITY; i++)
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{
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{
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ent = ENTITY(i);
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ent = ENTITY(i);
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if (CE_BAD(ent))
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if (CE_BAD(ent))
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@ -732,8 +732,6 @@ bool IsTargetStateGood(CachedEntity *entity)
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// Target not valid
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// Target not valid
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return false;
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return false;
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}
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}
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// An impossible error so just return false
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return false;
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}
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}
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// A function to aim at a specific entitiy
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// A function to aim at a specific entitiy
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@ -1061,7 +1059,7 @@ int BestHitbox(CachedEntity *target)
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// 18 health is a good number to use as thats the usual minimum
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// 18 health is a good number to use as thats the usual minimum
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// damage it can do with a bodyshot, but damage could
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// damage it can do with a bodyshot, but damage could
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// potentially be higher
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// potentially be higher
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if (target->m_iHealth() <= 18 || IsPlayerCritBoosted(g_pLocalPlayer->entity))
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if (target->m_iHealth() <= 18 || IsPlayerCritBoosted(g_pLocalPlayer->entity) || target->m_flDistance() > 1200)
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headonly = false;
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headonly = false;
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// Rocket launcher
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// Rocket launcher
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}
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}
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@ -937,35 +937,10 @@ bool VisCheckEntFromEntVector(Vector startVector, CachedEntity *startEnt, Cached
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Vector GetBuildingPosition(CachedEntity *ent)
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Vector GetBuildingPosition(CachedEntity *ent)
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{
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{
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if (ent->hitboxes.GetHitbox(1))
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// Get the collideable origin of ent and get min and max of collideable
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return ent->hitboxes.GetHitbox(1)->center;
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// OBBMins and OBBMaxs are offsets from origin
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if (ent->hitboxes.GetHitbox(0))
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auto raw = RAW_ENT(ent);
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return ent->hitboxes.GetHitbox(0)->center;
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return (raw->GetCollideable()->OBBMins() + raw->GetCollideable()->OBBMaxs()) / 2 + raw->GetCollideable()->GetCollisionOrigin();
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Vector res;
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res = ent->m_vecOrigin();
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int classid = ent->m_iClassID();
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if (classid == CL_CLASS(CObjectDispenser))
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res.z += 30;
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if (classid == CL_CLASS(CObjectTeleporter))
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res.z += 8;
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if (classid == CL_CLASS(CObjectSentrygun))
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{
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if (CE_BYTE(ent, netvar.m_bMiniBuilding))
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res.z += 10.0f;
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switch (CE_INT(ent, netvar.iUpgradeLevel))
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{
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case 1:
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res.z += 30;
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break;
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case 2:
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res.z += 50;
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break;
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case 3:
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res.z += 60;
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break;
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}
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}
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return res;
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}
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}
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bool IsBuildingVisible(CachedEntity *ent)
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bool IsBuildingVisible(CachedEntity *ent)
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